< Street Fighter 6 | JP
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
4MP
6MK
3HP
6HK
Target Combos
4MP~MP
5HK~HP
5HK~HP~HP
5HK~HP~HK
Throws
LPLK
4LPLK
j.LPLK
Drive Moves
HPHK
JP
jp_hphk
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HPHK Espada
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.535 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
JP
jp_6hphk
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6HPHK Exilio (Block)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 21 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.622 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
JP
jp_6hphk_recovery
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6HPHK Exilio (Recovery)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 21 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.622 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
JP
jp_mpmk
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MPMK Drive Parry
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
JP
jp_mpmk_66_pdr
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MPMK~66 Parry Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.525 (min/throw), 1.857 (min/block), 3.628 (max/final DR frame) |
JP
jp_mpmk_66_drc
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MPMK or 66 Drive Rush Cancel
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Triglav
22P
22PP
Stribog
236LP
236MP
JP
jp_236mp
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236MP Stribog
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File:SF6 JP 236mp1.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,800 | 100,200 | - | LH | SA3 | 30(13 proj) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3(1)3 | 27 | - | 26(22) | 13,(8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
53 | 1000,2500 | [2000,3000] | 500,1500 | 300,500 (210,350) | 150,250 (75,125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 2,1 | 1,1 | 1,50 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.66 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42 | -32(-28) | ||||
Hit Advantage | Block Advantage | ||||
KD +42 | -8 | ||||
Notes | |||||
1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike; together, both hits can nullify a 2-hit non-OD projectile; 2nd hit has more range than the 1st hit; puts opponents into limited juggle state on hit; in the corner, launched high enough to juggle into the first hit of SA1; cannot hit cross-up (behind JP); 8f hitstop when clashing with opponent's projectile; 2nd hit expands if the 1st hit connects (for combo consistency) |
236HP
JP
jp_236hp
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236HP Stribog
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File:SF6 JP 236hp.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300,500 | 75,125 | - | LH | SA3 | 31(6 proj) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28 | 3(9)3 | 19 | - | 36(26) | 13,(8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | 1000,2500 | [2000,3000] | 500,1500 | 300,500 (210,350) | 150,250 (75,125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,3 | 1,2 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.80 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +67(+87) | -35(-23) | ||||
Hit Advantage | Block Advantage | ||||
KD +67(+87) | +4 | ||||
Notes | |||||
1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike); together, both hits can nullify a 2-hit non-OD projectile (though the large gap between hits makes this impractical); 2nd hit has more range than the 1st hit; causes a wall bounce on hit (limited juggle state); cannot hit cross-up (behind JP); direct SA3 cancel will not usually juggle; 8f hitstop when clashing with opponent's projectile; 1st hit has 3f extra recovery when Perfect Parried, allowing a Drive Impact punish (recovery is unchanged if the 2nd attack hits opponent); 2nd hit expands if the 1st hit connects (for combo consistency) |
236PP
Departure
214P
214PP
JP
jp_214pp
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214PP Departure
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File:SF6 JP 214pp.png File:SF6 JP 214pp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 | 125x2 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
40+70 | [10(20)10] | 40 total | - | 31 each | 13 each |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
40 | 1500x2 | [5000] | -20000 | 400x2 (280x2) | 200x2 (100x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0,0 | 0,0 / 1,1 | 50,50 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD ~ | - | ||||
Hit Advantage | Block Advantage | ||||
KD ~ | - | ||||
Notes | |||||
Spawns 2 portals in the air according to button strengths used (LP close, MP mid, HP far); while the portals are active, JP cannot use 214P command grab; portals disappear if JP is hit or thrown; can manually input 214LP/MP or 214HP follow-up while portals are active; if no follow-up is input, each portal automatically spawns a 1-hit OD spike projectile (starting with the closest portal) angled toward the opponent 70f after JP recovers (110f total startup); spikes put opponents into a free juggle state; the automatic spike activation allows for strong mixups, as JP is free to move while it occurs (unlike 214PP~214HP version where he snaps his fingers); cannot spawn another portal until both have disappeared; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spikes connect) |
Departure: Window
214P~214LP/MP
JP
jp_214p_214lp_mp
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214P~214LP/MP Departure: Window
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![]() File:SF6 JP 214p 214lp mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | [20] | 16+3 land | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
44 | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-25 Full | - | 26-41 (FKD) | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Fully invincible while off-screen; Punish Counter state while airborne; teleports to portal location and causes portal to disappear (after OD Departure, LP version goes to close portal while MP version goes to far portal); JP can act in the air on frames 31-41; JP always faces the opponent after reappearing; if no air attack is used, JP has 1 punishable landing frame, then can block on the next 2 landing frames |
Departure: Shadow
214P~214HP
JP
jp_214p_214hp
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214P~214HP Departure: Shadow
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![]() File:SF6 JP 214p 214hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
19(21) | [10] | 21 | - | 31 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
40 | 2500 | [3000] | 1000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0 | 0 / 1 | 50 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +58(+60) | -9(-11) | ||||
Hit Advantage | Block Advantage | ||||
KD +58(+60) | +9(+11) | ||||
Notes | |||||
Spawns a 1-hit projectile spike from the active portal; spike is angled downward toward the opponent; 1st active frame only hits airborne or tall standing characters; 2nd active frame reaches regular-size standing characters; 3rd active frame reaches all crouching characters; useful tool for zoning, juggles, chip damage, and oki; puts opponent into free juggle state on hit; opponent builds 50% extra Drive meter when parrying the spike; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spike connects) |
214PP~214HP
JP
jp_214pp_214hp
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214PP~214HP OD Departure: Shadow
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File:SF6 JP 214pp 214hp.png File:SF6 JP 214pp 214hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 | 125x2 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
19(21) | [10(20)10] | 21 | - | 31 each | 13 each |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
40 | 1500x2 | [5000] | -20000 | 400x2 (280x2) | 200x2 (100x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0,0 | 0,0 / 1,1 | 50,50 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +92 | +20 | ||||
Hit Advantage | Block Advantage | ||||
KD +92 | +39(+40) | ||||
Notes | |||||
Spawns 2 separate OD projectile spikes beginning from the closest portal; spikes are angled downward toward the opponent; for each spike, 1st active frame only hits airborne or tall standing characters; 2nd active frame reaches regular-size standing characters; 3rd active frame reaches all crouching characters; useful tool for zoning, juggles, chip damage, and oki; puts opponent into free juggle state on hit; opponent builds 40% extra Drive meter when parrying the spikes; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spikes connect) |
Torbalan
236LK
236MK
236HK
236KK
236[K]
JP
jp_236k_hold
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236[K] Torbalan Feint
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![]() File:SF6 JP 236k hold hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
34 total | - | - | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
34 | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Great tool for baiting the opponent into whiffing Parry, jumping, or using anti-projectile attack |
Embrace
214K
214KK
JP
jp_214kk
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214KK Embrace
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![]() File:SF6 JP 214kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2600 (2990) | - | 10% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26~ | 3 | 44 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
72 | - | [10000] | -20000 | 3000 (2100) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.13 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +18 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +18 | - | ||||
Notes | |||||
1-hit OD projectile command grab; clashes with OD projectiles (can destroy non-OD projectiles, allowing the throw to continue); can be comboed into against grounded opponents; minimum 72f total animation; startup increases at long range due to projectile grab travel time; cannot be performed if SA2 or a Departure portal are active on the screen; projectile speed decelerates by 0.01/frame when in proximity of opponent |
Amnesia
22K
22K~Bomb
22KK
JP
jp_22kk
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22KK Amnesia
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![]() File:SF6 JP 22kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 20 | 35(17) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
55 | - | - | -20000 | 2000 (0) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Strike/Throw | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Counters strikes and throws (but not projectiles) on frames 1-20; JP is in a Punish Counter state until end of recovery; 17f recovery on a successful counter is fully invincible; resulting frame advantage depends on which move the opponent used (JP can be at frame disadvantage); successful counter places 2 bombs near the opponent that track their location; prevents the opponent from canceling their attack, similar to a Perfect Parry; cannot be input again until both bombs detonate |
22KK~Bomb
JP
jp_22kk_bomb
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22KK (Bomb) Amnesia Bomb
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![]() File:SF6 JP 22kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600x2 | 150z2 | 50% Starter; 60% Immediate | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
59 | 10(32)10 | - | - | 28 each | (13) each |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 1500x2 | [5000] | - | 600x2 (420x2) | 300x2 (150x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0,0 | 0,0 | 100,100 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD ~ | - | ||||
Hit Advantage | Block Advantage | ||||
KD ~ | - | ||||
Notes | |||||
Projectile hitbox; bombs track the opponent's location; before detonating, bombs destroy any non-Super projectile; bombs are destroyed if they interact with Super projectile; bombs cause proximity guard, limiting the opponent's movement until they explode; bombs detonate immediately if JP cancels a move into SA3 while active (preventing him from bypassing the damage scaling); opponent builds 50% extra Drive meter from parrying the bombs |
Super Arts
236236P
214214P
236236K
236236K (CA)
JP
jp_236236k(ca)
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236236K Interdiction (CA)
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![]() File:SF6 JP 236236k(ca) hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
4500 | 1250 | 50% Minimum; 10% Immediate (Sp) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 6 | 62 | - | 18 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
85 | 10000 | 20000 | - | -30000 | -30000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-23 Full | Break | - | - | - | 100 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +44 | -66 | ||||
Hit Advantage | Block Advantage | ||||
HKD +44 | -50 | ||||
Notes | |||||
Teleports to the opponent's location; extends a high combo-only hitbox but can still whiff if opponent is juggled too high; can be comboed into from anywhere on the screen; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for JP; leaves opponent fullscreen after cinematic with enough time to set up a Departure portal |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK